7 Days To Die

7 Days To Die Dev Tracker




08 Oct

Comment
    faatal on Forums - Thread - Direct

Worked on vehicle camera and stutter bugs and decided to add this:

Added vehicle camera zoom in/out. Uses mouse wheel or controller d-pad up/down (30% to 120%).


First person driving, if I get to it, would be an extension of zooming in. 30% is close, but not the same.

Comment
    faatal on Forums - Thread - Direct

Should be the same as our other audio files. Resource folder wave files that Unity imports and compresses to Vorbis.

Comment
    faatal on Forums - Thread - Direct

The text to speech is not in the game. It was used to make audio files, so you would have to replace the files.

Comment
    faatal on Forums - Thread - Direct

Text to speech. Plenty of tools out there that can do it in a convincing fashion.

Comment
    faatal on Forums - Thread - Direct

There is no date. We just feel we are getting close.

There is a water bug currently. In Nav and maybe RWG too, it is floating high in the sky.

Comment
    faatal on Forums - Thread - Direct

They are only going to get so dumb. You build small bases and you limit their choices. Build bigger bases and since distance is a path expense, they will tend to not go the long way. One solution is just adding some totally stupid filler zombies.

Comment
    faatal on Forums - Thread - Direct

Ha ha. I don't care for traders. Makes the game too easy. I pretty much just use them to sell junk to and buy books. Do the occasional quest. I want a survival experience, not a social one.


Trader stock would be a good setting. I'd go 10%, but when you have hundreds of things to do, features like that will often not happen or sometimes team members will object to a feature and it does not happen.

Comment
    faatal on Forums - Thread - Direct

Is possible. Added to todo list.


They do still look for long paths, but they use reduced block health precision and may quit on the paths, based on intelligence, and do destroy area instead.


07 Oct

Comment
    faatal on Forums - Thread - Direct

I don't see any news stands. We have this newspaper dispenser.

Comment
    faatal on Forums - Thread - Direct

Yes, it was a console command for 100% dismemberment.

It is far from being done. It was not planned as an A20 feature, but looks like it will be in A20 for some amount of zombies. There will be a lot more tweaking as Steve and Ryan (artist) work on it and changes can continue through experimental and into A20 point releases.


06 Oct

Comment
    faatal on Forums - Thread - Direct

Four programmers will be discussing their work.

I will be talking about optimizations, terrain, weather, AI, vehicles and block placement stability.

Should be fun!

Post
Reminder,
TFP continues the Developer Stream series tonight Oct 6th at 9 PM CST. Join the Code Team & Senior Developer Lathan (@fubar_prime) for an in-depth look at New Features, Audio, Quests, the Drone, Optimizations and more! Tune in for Free Keys!

Tune in tonight for a chance to win Free Game Keys!

https://www.twitch.tv/fubar_prime

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment
    Gazz on Forums - Thread - Direct

I'm sure the level designers would love it. Maybe recreate the Blue Oyster Club from Police Academy. =P


05 Oct

Comment
    faatal on Forums - Thread - Direct

We have a consultant graphics programmer who is doing benchmarks and has a second PC with low specs.


I dug up my 4th old dev PC (i7 860) and have it running now, but it only has 4 GB RAM and an AMD 1 GB VRAM GPU. It will run the game on lower settings, but is very slow for testing as it hits the hard drive a lot (paging) during loading and shutdown and I could not run Unity at the same time. My wife's old PC has 8 GB RAM, which should work in that motherboard, so planning on trying that RAM.


The problem with benchmarks is they tell you where you are at and maybe what is slow, but not how to fix it. Fixing is the hard part.


04 Oct